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Unofficial Fallout Tabletop Perks

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Many perks provide bonuses to SPECIAL attributes, skills, damage reduction or resistance. Some allow characters to perform additional actions in combat or unlock new abilities.

Several perks increase damage, critical hit chance, armor penetration or provide other combat bonuses with specific weapons types like melee, unarmed, guns or energy weapons. Others allow additional attacks, dodging or improve VATS usage in combat.

Perks are described that improve skills like lockpicking, hacking, science, repair and more. Some allow characters to learn more from skill books or gain additional skill points at level up.

Perk

Uncanny Dodge
Heave, Ho!
Intense Training
Rapid Reload
Retention
Cannibal
Comprehension
Educated
Electronic Eye
Rad Child
Run 'n Gun
AYYYYY!
Travel Light
Body's Still Warm
Lead Belly
Life Giver
Toughness
Born Leader
Pack Rat
The Professional
Quick Draw
Rad Resistance
Shotgun Surgeon
Swift Swings!
Stonewall
Strongback
Super Slam!
Finesse
Math Wrath
Mister Sandman
Nerd Rage
Night Person
Plasma Spaz
Fast Metabolism
Flower Child
Ghastly Scavenger
Hit the Deck
Piercing Strike
Pyromaniac
Robotics Expert
Silent Running
Sniper
Spash Damage
Unstoppable Force
Adamantium Skeleton
Center of Mass
Chemist

Lvl Req

Skill/Special Req
2 AGI 6
2 Str 5, Expl. OR Melee 30
2
2 AGI 5, Guns 30
2 INT 5
4
4 INT 4
4 INT 4
4 Science 30 Repair 30 PER 5
4 Survival 70
4 Guns OR Energy 45
4 Repair 15 Lockpick 15
4 Survival 45
6 Unarmed 15, Sneak 45
6 END 5
6,12,18
END 6
6 END 5
8 CHA 8, Speech 50
8 INT 5 Barter 70
8 Sneak 85
8 AGI 5
8 END 5 Survival 40
8 Guns 60
8 Unarmed 45 Melee 45 AGI 6
8 Str 6, END 6
8 STR 5, END 5
8 STR 6, Melee 45
10
10 Science 70
10 Sneak 60
10 INT 5 Science 50
10
10 Energy 70
12
12 END 6
12 Cannibal Perk
12 Expl. 70
12 Unarmed 70
12 Expl. 60
12 Science 50
12 AGI Sneak 50
12 PER 6 AGI 6
12 Expl. 70
12 STR 7 Melee 90
14
14 Guns 70
14 Med 60

Rank(s)
1
1
10
1
1
1
1
1
1
1
1
1
1
1
3
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

MonkeyWrench
Jury Rigging
Light Step
Simple Machines
Action Boy/Girl
Better criticals
Chem Resistant
Meltdown
Tagged!
Weapon Handling
Computer Whiz
Concentrated Fire
Infiltrator
Paralyzing Palm
Grim Reapers Sprint
Ninja
Solar Powered
LASER COMMANDER
Spray 'n Pray
Slayer
Nerves of Steel
Rad Absorption

14 Science 75, Repair 75, Electric E


14 Repair 90
14 PER 8 AGL 6
14 INT 8, Science 65, Electric Eye
16 AGL 6
16 PER 6 LCK 6
16 END 6 Med 60
16 Energy 90
16
16 STR<10
18 INT 7 Science 70
18 Energy 60, Guns 60
18 PER 7 Lockpick 70
18 Unarmed 70
20
20 Melee 80, Sneak 80
20 END 7
22 Energy 90

In Shining Armor
And Stay Back
Sneering Imperialist
Fight the Power
Eye for an Eye
Walker Instinct
Alertness

2 Repair 20 Science 70
10 Guns 70
8
8
20
18 Survival 50
12 PER 6 Survival 35

24 AGL 7 Unarmed 90
26 AGL 7
28 END 7

1
1
1
1
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

Description
+2 to Dodge
x2 Throw Distance
+1 SPECIAL Point
1 AP to Reload
Skill magazines last x3 as long
Human flesh now heals +5 health, but takes -20 Karma
x2 Magazine bonus, +1 Skillbook bonus
2 more skill points at level
Knowledge of Robot's HP, and Armor
Regen 1 health per 200 Rads
One free move after firing
Can Kick for an re-attempt to lockpick fail
+1 movement in light or no armor
Can steal in combat at -10
1/2 Rads from Food and Drink
+3 HP
+1 Armor PERMANENT LIKE
Allies gain +5 to all skills within 3 spaces
Items under 2 lbs weigh half
Revolvers, Pistols, and SMGs get +1 crit multiplier
Free to draw weapon
+10 Rad Resist
+2 Penetration on Shotguns
-1 Cost to AP for Melee and Unarmed (Min. 1)
+2 Armor vs. Melee&Unarmed, Cannot be knocked down in Melee
+50 Carry Weight
Can perform a knockdown attack without penalty
+5 Crit chance
Reduces all AP costs by 1 in VATS
Kill a nigga whenney sleep
+4 Armor and STR increases to 10 when below 6 health
+2 INT, +2 PER at night
+2 Damage to Plasma weapons
+2 Health from Stimpaks
Half additction chance/Half withdrawl penalties on Chems.
You can now eat Ghouls and Super Mutants
+4 armor vs. Explosives
+4 Pen on Unarmed attacks
+5 BURN DAMAGE BAHAHAHA
Can shut down Robots when Undetected
Running no longer Impedes Sneak attempts
Rifles gain 1/2 Range. Also applies to shotguns w/ rifled slugs.
Gains Half Explosion Radius
+5 to Melee competitions
Limbs get double health
+5 to hit the torso with Guns
Can create more powerful chems, at Double the addiction risk

+4 to damage and +5 to Crit range vs. Robots


Repair any item with another item of the same class
Carefully avoid Mines and other floor based traps
Robots receive -10 to hit you
+1 Action points
+50% Damage on criticals
Half chance to get addicted
Killing Enemies with energy weapons Causes spash damage (2 squares)
Tag another skill (+15 ranks)
Weapon STR Requirement -2
Can attemt to re-hack terminals after failing
+2 to hit for every consecutive hit on a single body part
Can attemt to re-pick locks after failing
Can stun an enemy for 1d4 rounds with an unarmed attack
A VATS kill will restore 20 AP
+15 Crit chance with Melee, half damage bonus on Sneak attack Crits
+2 STR and +1 HP per round during day
+15 Crit chance with Laser weapons
Reroll on friendly fire
Extra Melee attack per turn
Reroll failed Dodge
-1 rad every 4 rounds
+2 armor vs. Energy Weapons while wearing Metal armors or sunglasses
Shotguns knock down enemies under 3 meters
+2 damage and +5 to hit vs Raiders and Tribals
+1 armor and +5 critical vs. Mah Authoritay
For each crippled limb, you gain 10% damage
+1 PER, +1 AGL When outside
PER +2 when crouched and still

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